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User:Ellis Ofsol/Draft:Homefront Operation: Difference between revisions

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=== Dread Assault===
=== Dread Assault===
{{Main|Dread Assault}}
[[File:Dread_Assault-_Cartel_Racket_Augoror.jpg|left|thumb|Dread Assault: Cartel Racket]]
[[File:Dread_Assault-_Cartel_Racket_Augoror.jpg|left|thumb|Dread Assault: Cartel Racket]]
Dread Assault is a five-pilot Homefront operation found across high-security Empire space. Enemy compositions, damage types, and electronic warfare vary by region, demanding adaptable fleet tactics.
Dread Assault is a five-pilot Homefront operation found across high-security Empire space. Enemy compositions, damage types, and electronic warfare vary by region, demanding adaptable fleet tactics.
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A chain of T1 logistics cruisers equipped with medium remote capacitor transmitters is essential to sustain the Dread, while damage-dealing ships are required to break neut pressure and clear the field.
A chain of T1 logistics cruisers equipped with medium remote capacitor transmitters is essential to sustain the Dread, while damage-dealing ships are required to break neut pressure and clear the field.


Successful completion rewards each pilot with over 15 million ISK, plus bounties from destroyed enemies. Victory depends on timing, coordination, and precise capacitor management—failure will see the Dreadnought fall.
Successful completion rewards each pilot with over 15 million ISK, plus bounties from destroyed enemies. Victory depends on timing, coordination, and precise capacitor management—failure will see the Dreadnought fall.{{Main|Dread Assault}}
 
=== Emergency Aid ===
=== Emergency Aid ===
{{Main|Emergency Aid}}
[[File:Emergency Aid- Convoy - Friendly Under Fire.jpg|thumb]]
[[File:Emergency Aid- Convoy - Friendly Under Fire.jpg|thumb]]
Emergency Aid tasks a fleet of five capsuleers with keeping a friendly alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs, depending on composition. Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements—making firepower secondary to survival.
Emergency Aid tasks a fleet of five capsuleers with keeping a friendly alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs, depending on composition. Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements—making firepower secondary to survival.


This site can be completed entirely with Logistics cruisers, with T1 hulls such as the [[Osprey]]s or [[Auguror]]s proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.
This site can be completed entirely with Logistics cruisers, with T1 hulls such as the [[Osprey]]s or [[Auguror]]s proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.{{Main|Emergency Aid}}
 
=== Metaliminal Meteoroid===
=== Metaliminal Meteoroid===
{{Main|Metaliminal Meteoroid}}<!-- summary should be brief, immersive language and no too technical or walkthrough like. That's what the homefront detail pages are for (main articles) -->
{{Main|Metaliminal Meteoroid}}<!-- summary should be brief, immersive language and no too technical or walkthrough like. That's what the homefront detail pages are for (main articles) -->